Hello,

I've a little problem of logic in a game i'm currently working on.

I've vX += acceleration * dT which represent the velocity in X

and x += vX * dT;

I've done so because of the reading of book. But after thinking about it and tying with values It seams not really accurate:

imagine acceleration = 1 and two computers A with dT = 1s and B with dt = 2s.

With A:

at the beginning vX = x = 0;

vX += 1 * 1; // = 1

x += 1 * 1; // = 1

vX += 1 * 1; // = 2

x += 2 * 1; // = 3

vX += 1 * 1; // = 3

x += 6 * 1; // = 6

so at 1s x = 1 px

at 2s x = 3 px

at 3s x = 6 px

at 4s x = 10 px

With B:

vX += 1 * 2; // = 2

x += 2 * 2; // = 4

vX += 1 * 2; // = 4

x += 4 * 2; // = 12

so at 2s x = 4 px

at 4s x = 12 px

So here we clearly see that at 4s both x values are not at the same position, wich is clearly not ideal for my gameplay.

Any Idea on what should be really done ?

Thx